Huskar
- Strength
18 + 2.4 - Agility
20 + 2.4 - Intelligence
18 + 1.5
Inner Vitality
Magically unlocks the potential regenerative power
within a target unit, healing its life force based upon its primary
attribute. If the target is below 40% it will heal faster.
Burning Spear
Using his own life force to set them aflame, the Sacred
Warrior can cause his spears to deal stackable damage over time as they
impact the foe.
Berserker's Blood
Huskar feels each of his wounds and channels the pain,
increasing attack speed and damage for each 7% missing health. First
bonus starts at full health.
Life Break
Huskar reaches into the well of his own life force to
heavily damage an enemy. Huskar is magic immune while charging towards
the target. The target takes damage equal to 50% of its hp. Slows target
by 50% for 5 seconds. Huskar pays a certain percentage of his hp to
cast this.
- Sentinel
- 0.4 / 0.5
- 39 - 48
- 0.3 / 2.4
- 1.8
- 1.6
- 300
- 1400
- 400
- 1800 / 800
Huskar is unique in being the only strength hero with a regular
ranged physical attack, giving him the advantages of a ranged hero and
the survivability of a strength hero. Although he is a powerful force at
all stages, Huskar is especially dangerous early in the game when his
Burning Spears can quickly decimate any foe. Huskar can find his life
quickly drained away by this ability, and must be careful to balance
harassment and defense. Due to his Berserker's Blood passive, Huskar is
at his most deadly when he is injured: as he gets more and more damaged,
he gains damage and attack speed. Combined with his Inner Vitality
healing spell, Berserker's Blood can quickly turn what may have appeared
to be a losing situation into a resounding victory. His powerful Life
Break ability emphasizes this suicidal fighting style, causing immense
damage to both the target and Huskar himself. However, while Huskar
increases in power the more damage he takes, it is unlikely that his
unlucky target can say the same.
The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.
The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.
Inner Vitality
- Active
- Unit
- V
Magically unlocks the potential regenerative power within a target
unit, healing its life force based upon its primary attribute. If the
target is below 40% it will heal faster.
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 170
- 25
- 450
- N/A
- 16 seconds
- Self / Allied unit
- 5(15*)% of main attrib + 2 hp regen per sec
- 2
- 170
- 25
- 450
- N/A
- 16 seconds
- Self / Allied unit
- 10(30*)% of main attrib + 4 hp regen per sec
- 3
- 170
- 25
- 450
- N/A
- 16 seconds
- Self / Allied unit
- 15(45*)% of main attrib + 6 hp regen per sec
- 4
- 170
- 25
- 450
- N/A
- 16 seconds
- Self / Allied unit
- 20(60*)% of main attrib + 8 hp regen per sec
Notes
• (*) These values are used if the target is below 40% of its maximum hp.• The hp percentage is checked every second and the regeneration adjusted accordingly.
• Can be cast on magic immune units.
Burning Spear
- Active
- Unit
- R
Using his own life force to set them aflame, the Sacred Warrior can
cause his spears to deal stackable damage over time as they impact the
foe.
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- Healthcost: 15
- 0
- 450
- N/A
- 7 seconds
- Enemy unit
- 4 damage per second
- 2
- Healthcost: 15
- 0
- 450
- N/A
- 7 seconds
- Enemy unit
- 8 damage per second
- 3
- Healthcost: 15
- 0
- 450
- N/A
- 7 seconds
- Enemy unit
- 12 damage per second
- 4
- Healthcost: 15
- 0
- 450
- N/A
- 7 seconds
- Enemy unit
- 16 damage per second
Notes
• Damage type: magical (target), HP removal (self)• Burning Spears stacks additively when used multiple times on one target. There is no cap.
• Huskar cannot kill himself using this skill.
Berserker's Blood
- Passive
- N/A
- B
Huskar feels each of his wounds and channels the pain, increasing
attack speed and damage for each 7% missing health. First bonus starts
at full health.
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- N/A
- N/A
- N/A
- N/A
- N/A
- Self
- 3% IAS and 2 damage per stack
- 2
- N/A
- N/A
- N/A
- N/A
- N/A
- Self
- 6% IAS and 4 damage per stack
- 3
- N/A
- N/A
- N/A
- N/A
- N/A
- Self
- 9% IAS and 6 damage per stack
- 4
- N/A
- N/A
- N/A
- N/A
- N/A
- Self
- 12% IAS and 8 damage per stack
Notes
• There will be a special effect when Berserker's Blood is giving a large bonus (60% missing health).• First stack lasts from 100% to 87% of Huskar's maximum HP.
• Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP.
Life Break
- Active
- Unit
- F
Huskar reaches into the well of his own life force to heavily damage an
enemy. Huskar is magic immune while charging towards the target. The
target takes damage equal to 50% of its hp. Slows target by 50% for 5
seconds. Huskar pays a certain percentage of his hp to cast this.
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 0
- 45 (4*)
- 550
- N/A
- 5 seconds
- Enemy unit
- Huskar pays 35% of his current hp to cast.
- 2
- 0
- 30 (4*)
- 550
- N/A
- 5 seconds
- Enemy unit
- Huskar pays 30% of his current hp to cast.
- 3
- 0
- 15 (4*)
- 550
- N/A
- 5 seconds
- Enemy unit
- Huskar pays 25% of his current hp to cast.
Notes
• Damage type: magical (to both Huskar and the target)• Huskar will charge up to his target, becoming magic immune, before doing the effects.
• If Huskar is disabled during this charge, or if the target moves more than 1400 units in 0.015s, the charge stops.
• Slow works on magic immune units.
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Improved version deals 65% of the targets current hp as damage.
Ditulis Oleh : EBS123 ~ All About Dota,Warcraft 3
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